880 lines
22 KiB
C
880 lines
22 KiB
C
/*
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Author: Asrın "Syntriax" Doğan
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Date: 10.09.2019
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Mail: asrindogan99@gmail.com
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*/
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#include <stdio.h>
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#include <stdlib.h>
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#include <math.h>
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#include "allegro\include\allegro5\allegro.h"
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#include "allegro\include\allegro5\allegro_audio.h"
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#include "allegro\include\allegro5\allegro_acodec.h"
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#include "allegro\include\allegro5\allegro_image.h"
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#include "allegro\include\allegro5\allegro_primitives.h"
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#define playerSpeed 7.5
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#define initialPlayerHealth 4
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#define bulletSpeed 25
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#define numberImageSize 5
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#define scoreDigitLimit 11
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#define enemyLimiter 8
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#define initialEnemyLimit 3
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#define sampleCount 3
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typedef struct
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{
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float x;
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float y;
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} Vector2D;
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typedef struct
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{
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Vector2D position;
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/* char health; */
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float moveSpeed;
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float fireCooldown;
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Vector2D velocity;
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} Enemy;
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typedef struct
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{
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char isEnemyBullet;
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Vector2D position;
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Vector2D velocity;
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} Bullet;
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struct
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{
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int enemyLimit;
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int enemyCount;
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Enemy *enemyArray;
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} enemies;
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struct
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{
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int bulletCount;
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Bullet *bulletArray;
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} bullets;
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struct
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{
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Vector2D position;
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char health;
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float moveSpeed;
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byte lookDirection;
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int shootPerSecond;
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float shootCooldown;
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unsigned int killedEnemyCount;
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unsigned int score;
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ALLEGRO_BITMAP *playerImage;
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} player;
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void SpawnEnemies();
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void CheckBullets();
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void RemoveBulletAtIndex(int index);
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void RemoveEnemyAtIndex(int index);
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void CheckEnemies();
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void MoveEnemies();
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void InitializeEnemies();
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void DestroyGame();
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void DrawObject(Vector2D position, ALLEGRO_BITMAP *image, int flag);
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void DrawSizedObject(Vector2D position, ALLEGRO_BITMAP *image, int flag, float objectSizeMultiplier);
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void DrawScreen();
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void DrawScore();
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void DrawHighScore();
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void CheckHighScore();
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void GetHighScore();
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void DrawNumber(Vector2D position, int number);
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void Inputs();
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void PlayerMovement();
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void ClampPlayerPositionToScreen();
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void BulletMovement();
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void ShootSoundEffect();
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void DieSoundEffect();
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void PlayerShoot();
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void EnemyShoot();
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void BulletCollisions();
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void Update();
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void DestroyGameWindow();
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float VectorMagnitude(Vector2D vector);
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float VectorDistance(Vector2D vectorFirst, Vector2D vectorSecond);
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byte isVectorExceedingLimits(Vector2D vector, Vector2D limits);
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byte CheckCollision(Vector2D *firstPos, Vector2D *secondPos, ALLEGRO_BITMAP *firstMap, ALLEGRO_BITMAP *secondMap);
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char InitializeGameWindow();
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char InitializeGame();
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char DealDamage(char *health);
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Vector2D NormalizeVector(Vector2D vector);
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ALLEGRO_KEYBOARD_STATE keyboardState;
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ALLEGRO_DISPLAY *display;
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ALLEGRO_DISPLAY_MODE disp_data;
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ALLEGRO_EVENT_QUEUE *event_queue = NULL;
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ALLEGRO_TIMER *timer = NULL;
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ALLEGRO_COLOR backgroundColor;
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ALLEGRO_BITMAP *gameOverImage;
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ALLEGRO_SAMPLE *BGM;
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ALLEGRO_SAMPLE *shootSound;
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ALLEGRO_SAMPLE_ID shootSoundID;
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ALLEGRO_BITMAP *enemyImage;
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ALLEGRO_BITMAP *enemyBulletImage;
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ALLEGRO_SAMPLE *enemyDieSound;
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ALLEGRO_SAMPLE_ID enemyDieSoundID;
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ALLEGRO_BITMAP *numberTable;
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const char *displayName = "Syn Game";
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const char *savePath = "Save.syn";
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const Vector2D referenceScreenDimensions = {160, 90};
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Vector2D screenDimensions = {0, 0};
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Vector2D scorePosition = {0, 0};
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Vector2D highScorePosition = {0, 0};
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float sizeMultiplier;
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float timeFromStart;
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const float FPS = 60;
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double deltaTime;
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unsigned int enemyRespawnCounter = 0;
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unsigned int highScore = 0;
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Vector2D input;
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byte isRestart = 0;
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byte isRunning = 1;
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byte isGameOver = 0;
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void Update()
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{
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al_get_keyboard_state(&keyboardState);
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if(al_key_down(&keyboardState, ALLEGRO_KEY_ESCAPE))
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isRunning = 0;
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al_clear_to_color(backgroundColor);
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if(!isGameOver)
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{
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printf("Inputs();\n");
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Inputs();
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printf("PlayerMovement();\n");
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PlayerMovement();
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printf("EnemyShoot();\n");
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EnemyShoot();
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printf("BulletCollisions();\n");
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BulletCollisions();
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if(player.shootCooldown < 0.0f)
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{
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if(al_key_down(&keyboardState, ALLEGRO_KEY_SPACE))
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{
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printf("PlayerShoot();\n");
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PlayerShoot();
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}
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}
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else
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player.shootCooldown -= deltaTime;
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timeFromStart += deltaTime;
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player.score = (int)(timeFromStart * timeFromStart) * (player.killedEnemyCount + 1);
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/* To limit enemies on the screen */
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if(enemies.enemyLimit != enemyLimiter)
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{
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enemies.enemyLimit = initialEnemyLimit + (int)(timeFromStart / 10);
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if(enemies.enemyCount > enemyLimiter)
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enemies.enemyLimit = enemyLimiter;
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}
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}
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else if(al_key_down(&keyboardState, ALLEGRO_KEY_R))
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isRestart = 1;
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printf("CheckEnemies();\n");
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CheckEnemies();
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printf("MoveEnemies();\n");
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MoveEnemies();
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printf("CheckBullets();\n");
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CheckBullets();
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printf("BulletMovement();\n");
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BulletMovement();
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printf("DrawScreen();\n");
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DrawScreen();
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al_flip_display();
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}
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int main(int argc, char **argv)
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{
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if(InitializeGameWindow() == 0)
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return 0;
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do
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{
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if(InitializeGame() == 0)
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return 0;
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while (isRunning && !isRestart)
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{
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ALLEGRO_EVENT ev;
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al_wait_for_event(event_queue, &ev);
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if(ev.type == ALLEGRO_EVENT_DISPLAY_CLOSE)
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isRunning = 0;
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if(ev.type == ALLEGRO_EVENT_TIMER)
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Update();
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}
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DestroyGame();
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} while (isRestart);
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DestroyGameWindow();
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getchar();
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return 0;
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}
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Vector2D NormalizeVector(Vector2D vector)
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{
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Vector2D normalizedVector;
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float magnitude = sqrt(vector.x * vector.x + vector.y * vector.y);
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if(vector.x == 0.0 && vector.y == 0.0)
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return vector;
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normalizedVector.x = vector.x / magnitude;
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normalizedVector.y = vector.y / magnitude;
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return normalizedVector;
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}
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float VectorMagnitude(Vector2D vector)
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{
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return sqrt(vector.x * vector.x + vector.y * vector.y);
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}
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float VectorDistance(Vector2D vectorFirst, Vector2D vectorSecond)
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{
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Vector2D difference;
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difference.x = abs(vectorFirst.x - vectorSecond.x);
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difference.y = abs(vectorFirst.y - vectorSecond.y);
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return VectorMagnitude(difference);
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}
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byte isVectorExceedingLimits(Vector2D vector, Vector2D limits)
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{
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byte result = vector.x > limits.x || vector.x < 0 || vector.y > limits.y || vector.y < 0;
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return result;
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}
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/*
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Gets the shortest dimensions of both images, sums these dimension and divides by 2 to get minimum accepted distance.
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And compares the distance between those objects to the minimum distancce to check if they're colliding.
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It's the most optimized way I can think of for a game like this.
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*/
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byte CheckCollision(Vector2D *firstPos, Vector2D *secondPos, ALLEGRO_BITMAP *firstMap, ALLEGRO_BITMAP *secondMap)
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{
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Vector2D firstImageSize;
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Vector2D secondImageSize;
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byte result;
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float minDistance;
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float distance;
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firstImageSize.x = (float)al_get_bitmap_width(firstMap);
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firstImageSize.y = (float)al_get_bitmap_height(firstMap);
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secondImageSize.x = (float)al_get_bitmap_width(secondMap);
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secondImageSize.y = (float)al_get_bitmap_height(secondMap);
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minDistance = firstImageSize.x > firstImageSize.y ? firstImageSize.y : firstImageSize.x;
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minDistance += secondImageSize.x > secondImageSize.y ? secondImageSize.y : secondImageSize.x;
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minDistance *= sizeMultiplier * 0.5f;
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distance = VectorDistance(*firstPos, *secondPos);
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result = distance <= minDistance;
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return result;
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}
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char InitializeGameWindow()
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{
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float x = 0.0f;
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float y = 0.0f;
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if(!al_init() ||
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!al_init_primitives_addon() ||
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!al_init_image_addon() ||
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!al_install_audio() ||
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!al_init_acodec_addon() ||
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!al_reserve_samples(sampleCount))
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return 0;
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al_get_display_mode(al_get_num_display_modes() - 1, &disp_data);
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al_set_new_display_flags(ALLEGRO_FULLSCREEN);
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x = disp_data.width;
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y = disp_data.height;
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/* x = 1600; */
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/* y = 900; */
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screenDimensions = (Vector2D){x, y};
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scorePosition = (Vector2D){x * (float)0.05, y * (float)0.05};
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highScorePosition = (Vector2D){x * (float)0.95, y * (float)0.05};
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sizeMultiplier = screenDimensions.x / referenceScreenDimensions.x;
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display = al_create_display(screenDimensions.x, screenDimensions.y);
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if(display == NULL)
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return 0;
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if(!al_install_keyboard())
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return 0;
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deltaTime = 1.0 / FPS;
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timer = al_create_timer(deltaTime);
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event_queue = al_create_event_queue();
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if(event_queue == NULL)
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{
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printf("Event Queue Error");
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al_destroy_display(display);
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al_destroy_timer(timer);
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return 0;
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}
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al_register_event_source(event_queue, al_get_keyboard_event_source());
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al_register_event_source(event_queue, al_get_display_event_source(display));
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al_register_event_source(event_queue, al_get_timer_event_source(timer));
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al_start_timer(timer);
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al_set_window_title(display, displayName);
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backgroundColor.a = 1;
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backgroundColor.a = 0;
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backgroundColor.a = 0;
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backgroundColor.a = 0;
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/* BGM is an exception since I don't want to it to restart itself every restart */
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BGM = al_load_sample("Sounds/Background.wav");
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al_play_sample(BGM, 1.0, 0.0, 1.0, ALLEGRO_PLAYMODE_LOOP, NULL);
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}
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char InitializeGame()
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{
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shootSound = al_load_sample("Sounds/Shoot.wav");
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enemyDieSound = al_load_sample("Sounds/Die.wav");
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InitializeEnemies();
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GetHighScore();
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/* Player Initialization */
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player.position.x = screenDimensions.x / 2;
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player.position.y = screenDimensions.y / 2;
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player.moveSpeed = playerSpeed;
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player.shootPerSecond = 10;
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player.health = initialPlayerHealth;
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player.playerImage = al_load_bitmap("Images/Player.png");
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bullets.bulletCount = 0;
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bullets.bulletArray = (Bullet *) malloc(sizeof(Bullet) * bullets.bulletCount);
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if(player.playerImage == NULL ||
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shootSound == NULL ||
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enemyDieSound == NULL)
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return 0;
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/* Game Initialization */
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isRunning = 1;
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isRestart = 0;
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isGameOver = 0;
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timeFromStart = 0;
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player.killedEnemyCount = 0;
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return 1;
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}
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void InitializeEnemies()
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{
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enemies.enemyLimit = initialEnemyLimit;
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enemies.enemyCount = 0;
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enemies.enemyArray = (Enemy *) malloc(sizeof(Enemy) * enemies.enemyCount);
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enemyImage = al_load_bitmap("Images/Enemy.png");
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numberTable = al_load_bitmap("Images/Numbers.png");
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enemyBulletImage = al_load_bitmap("Images/Bullet.png");
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gameOverImage = al_load_bitmap("Images/GameOver.png");
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SpawnEnemies();
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}
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void SpawnEnemies()
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{
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Vector2D enemySpawnVector;
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Vector2D enemyVelocity;
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Enemy *enemy;
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float speed;
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int randomNumber;
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if(enemyRespawnCounter > 10000)
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enemyRespawnCounter = 0;
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while (enemies.enemyCount < enemies.enemyLimit)
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{
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/* enemyRespawnCounter is just for making the value of rand() more randomized */
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srand(time(0) + enemyRespawnCounter);
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randomNumber = rand() * enemies.enemyCount;
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enemies.enemyCount++;
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enemies.enemyArray = (Enemy *) realloc(enemies.enemyArray, sizeof(Enemy) * enemies.enemyCount);
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/* Randomizing the velocity */
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enemyVelocity.x = (float)(randomNumber % 20000) / 10000;
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enemyVelocity.y = (float)(randomNumber % 2000) / 1000;
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enemyVelocity.x *= randomNumber % 2 == 0 ? -1 : 1;
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enemyVelocity.y *= randomNumber % 4 >= 2 ? -1 : 1;
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speed = (float)(randomNumber % 500 / 100 + 2);
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enemy = (enemies.enemyArray + enemies.enemyCount - 1);
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enemy -> velocity = NormalizeVector(enemyVelocity);
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enemy -> moveSpeed = speed;
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enemySpawnVector.x = enemyVelocity.x > 0 ? 0 : screenDimensions.x;
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enemySpawnVector.y = enemyVelocity.y > 0 ? 0 : screenDimensions.y;
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enemy -> position = enemySpawnVector;
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enemy -> fireCooldown = 01.0 / (rand() % 5) + 2.0;
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enemyRespawnCounter++;
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}
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}
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void CheckBullets()
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{
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int i = 0;
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int j = 0;
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for (; i < bullets.bulletCount; i++)
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{
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if(isVectorExceedingLimits((bullets.bulletArray + i) -> position, screenDimensions))
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{
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for (j = i; j < bullets.bulletCount - 1; j++)
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*(bullets.bulletArray + j) = *(bullets.bulletArray + j + 1);
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bullets.bulletCount--;
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bullets.bulletArray = (Bullet *) realloc(bullets.bulletArray, sizeof(Bullet) * bullets.bulletCount);
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}
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}
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}
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void RemoveBulletAtIndex(int index)
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{
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printf("RemoveBulletAtIndex();\n");
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for (; index < bullets.bulletCount - 1; index++)
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*(bullets.bulletArray + index) = *(bullets.bulletArray + index + 1);
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bullets.bulletCount--;
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bullets.bulletArray = (Bullet *) realloc(bullets.bulletArray, sizeof(Bullet) * bullets.bulletCount);
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}
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void RemoveEnemyAtIndex(int index)
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{
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printf("RemoveEnemyAtIndex();\n");
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for (; index < enemies.enemyCount - 1; index++)
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*(enemies.enemyArray + index) = *(enemies.enemyArray + index + 1);
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enemies.enemyCount--;
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enemies.enemyArray = (Enemy *) realloc(enemies.enemyArray, sizeof(Enemy) * enemies.enemyCount);
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DieSoundEffect();
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}
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void CheckEnemies()
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{
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int i = 0;
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for (; i < enemies.enemyCount; i++)
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if(isVectorExceedingLimits((enemies.enemyArray + i) -> position, screenDimensions))
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RemoveEnemyAtIndex(i);
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SpawnEnemies();
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}
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void MoveEnemies()
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{
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int i = 0;
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Vector2D velocity;
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float speed;
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for (; i < enemies.enemyCount; i++)
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{
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speed = (enemies.enemyArray + i) -> moveSpeed;
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velocity = (enemies.enemyArray + i) -> velocity;
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(enemies.enemyArray + i) -> position.x += velocity.x * speed;
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(enemies.enemyArray + i) -> position.y += velocity.y * speed;
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}
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}
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void DrawObject(Vector2D position, ALLEGRO_BITMAP *image, int flag)
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{
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Vector2D InstantiateSize;
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InstantiateSize.x = (float)al_get_bitmap_width(image);
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InstantiateSize.y = (float)al_get_bitmap_height(image);
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al_draw_scaled_bitmap(image,
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0, 0, InstantiateSize.x, InstantiateSize.y,
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position.x - InstantiateSize.x / 2 * sizeMultiplier, position.y - InstantiateSize.y / 2 * sizeMultiplier,
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InstantiateSize.x * sizeMultiplier, InstantiateSize.y * sizeMultiplier, flag);
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}
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void DrawNumber(Vector2D position, int number)
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{
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Vector2D InstantiateSize;
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float numberFactor;
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InstantiateSize.x = (float)al_get_bitmap_width(numberTable);
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InstantiateSize.y = (float)al_get_bitmap_height(numberTable);
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numberFactor = InstantiateSize.x / 10.0;
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||
|
||
al_draw_scaled_bitmap(numberTable,
|
||
numberFactor * number, 0, numberFactor, InstantiateSize.y,
|
||
position.x - numberFactor / 2 * sizeMultiplier, position.y - InstantiateSize.y / 2 * sizeMultiplier,
|
||
numberFactor * sizeMultiplier, InstantiateSize.y * sizeMultiplier, 0);
|
||
}
|
||
|
||
void DrawSizedObject(Vector2D position, ALLEGRO_BITMAP *image, int flag, float objectSizeMultiplier)
|
||
{
|
||
Vector2D InstantiateSize;
|
||
float sizeFactor = sizeMultiplier * objectSizeMultiplier;
|
||
InstantiateSize.x = (float)al_get_bitmap_width(image);
|
||
InstantiateSize.y = (float)al_get_bitmap_height(image);
|
||
|
||
al_draw_scaled_bitmap(image,
|
||
0, 0, InstantiateSize.x, InstantiateSize.y,
|
||
position.x - InstantiateSize.x / 2 * sizeFactor, position.y - InstantiateSize.y / 2 * sizeFactor,
|
||
InstantiateSize.x * sizeFactor, InstantiateSize.y * sizeFactor, flag);
|
||
}
|
||
|
||
void DrawScreen()
|
||
{
|
||
int i = 0;
|
||
Vector2D halfScreen = {screenDimensions.x / 2, screenDimensions.y / 2};
|
||
|
||
/* Enemy Draw */
|
||
for (i = 0; i < enemies.enemyCount; i++)
|
||
DrawObject((enemies.enemyArray + i) -> position, enemyImage, (enemies.enemyArray + i) -> velocity.x > 0 ? ALLEGRO_FLIP_HORIZONTAL : 0 );
|
||
|
||
/* Bullet Draw */
|
||
for (i = 0; i < bullets.bulletCount; i++)
|
||
DrawObject((bullets.bulletArray + i) -> position, enemyBulletImage, 0);
|
||
|
||
/* Player Draw */
|
||
if(!isGameOver)
|
||
DrawObject(player.position, player.playerImage, player.lookDirection == 1 ? ALLEGRO_FLIP_HORIZONTAL : 0);
|
||
else
|
||
DrawObject(halfScreen, gameOverImage, 0);
|
||
|
||
DrawScore();
|
||
DrawHighScore();
|
||
}
|
||
|
||
void DrawScore()
|
||
{
|
||
unsigned int processedScore = player.score;
|
||
char digit;
|
||
Vector2D spawnPosition;
|
||
int i = scoreDigitLimit - 1;
|
||
|
||
/* while (processedScore >= 1 && i > 0) */
|
||
while (i >= 0)
|
||
{
|
||
spawnPosition = scorePosition;
|
||
/* numberImageSize + 1 is because 1 pixel space between digits */
|
||
spawnPosition.x += sizeMultiplier * (numberImageSize + 1) * i;
|
||
digit = processedScore % 10;
|
||
processedScore = (int)(processedScore / 10);
|
||
DrawNumber(spawnPosition, digit);
|
||
i--;
|
||
}
|
||
}
|
||
|
||
void DrawHighScore()
|
||
{
|
||
unsigned int processedScore = highScore;
|
||
char digit;
|
||
Vector2D spawnPosition;
|
||
int i = 0;
|
||
|
||
/* while (processedScore >= 1 && i > 0) */
|
||
while (i < scoreDigitLimit)
|
||
{
|
||
spawnPosition = highScorePosition;
|
||
/* numberImageSize + 1 is because 1 pixel space between digits */
|
||
spawnPosition.x -= sizeMultiplier * (numberImageSize + 1) * i;
|
||
digit = processedScore % 10;
|
||
processedScore = (int)(processedScore / 10);
|
||
DrawNumber(spawnPosition, digit);
|
||
i++;
|
||
}
|
||
}
|
||
|
||
void CheckHighScore()
|
||
{
|
||
FILE *saveFile;
|
||
printf("Checking Highscore = %d and Score = %d\n", highScore, player.score);
|
||
|
||
if(player.score < highScore)
|
||
return;
|
||
|
||
saveFile = fopen(savePath, "wb");
|
||
if(saveFile == NULL)
|
||
{
|
||
printf("!!!!Error Saving Highscore!!!!\n");
|
||
return;
|
||
}
|
||
|
||
highScore = player.score;
|
||
fwrite(&highScore, sizeof(highScore), 1, saveFile);
|
||
fclose(saveFile);
|
||
}
|
||
|
||
void GetHighScore()
|
||
{
|
||
printf("Getting Highscore\n");
|
||
FILE *saveFile = fopen(savePath, "rb");
|
||
if(saveFile == NULL)
|
||
{
|
||
printf("!!!!Error Reading Highscore!!!!\n");
|
||
highScore = 0;
|
||
return;
|
||
}
|
||
|
||
fread(&highScore, sizeof(highScore), 1, saveFile);
|
||
fclose(saveFile);
|
||
printf("Get Highscore = %d\n", highScore);
|
||
}
|
||
|
||
void Inputs()
|
||
{
|
||
input.x = 0;
|
||
input.y = 0;
|
||
|
||
if(al_key_down(&keyboardState, ALLEGRO_KEY_UP))
|
||
input.y = -1;
|
||
else if(al_key_down(&keyboardState, ALLEGRO_KEY_DOWN))
|
||
input.y = 1;
|
||
|
||
if(al_key_down(&keyboardState, ALLEGRO_KEY_RIGHT))
|
||
{
|
||
input.x = 1;
|
||
player.lookDirection = input.x;
|
||
}
|
||
else if(al_key_down(&keyboardState, ALLEGRO_KEY_LEFT))
|
||
{
|
||
input.x = -1;
|
||
player.lookDirection = input.x;
|
||
}
|
||
|
||
|
||
input = NormalizeVector(input);
|
||
}
|
||
|
||
void PlayerMovement()
|
||
{
|
||
player.position.x += input.x * player.moveSpeed;
|
||
player.position.y += input.y * player.moveSpeed;
|
||
|
||
ClampPlayerPositionToScreen();
|
||
}
|
||
|
||
void ClampPlayerPositionToScreen()
|
||
{
|
||
if(player.position.x < 0)
|
||
player.position.x = 0;
|
||
else if(player.position.x > screenDimensions.x)
|
||
player.position.x = screenDimensions.x;
|
||
|
||
if(player.position.y < 0)
|
||
player.position.y = 0;
|
||
else if(player.position.y > screenDimensions.y)
|
||
player.position.y = screenDimensions.y;
|
||
}
|
||
|
||
char DealDamage(char *health)
|
||
{
|
||
return --*health <= 0;
|
||
}
|
||
|
||
void BulletMovement()
|
||
{
|
||
Bullet *bullet;
|
||
int i = 0;
|
||
for (; i < bullets.bulletCount; i++)
|
||
{
|
||
bullet = (bullets.bulletArray + i);
|
||
bullet -> position.x += bullet -> velocity.x;
|
||
bullet -> position.y += bullet -> velocity.y;
|
||
}
|
||
}
|
||
|
||
void ShootSoundEffect()
|
||
{
|
||
printf("ShootSoundEffect();\n");
|
||
/* al_stop_sample(&shootSoundID); */
|
||
al_play_sample(shootSound, 1.0, 0.0, 1.0, ALLEGRO_PLAYMODE_ONCE, &shootSoundID);
|
||
}
|
||
|
||
void DieSoundEffect()
|
||
{
|
||
printf("DieSoundEffect();\n");
|
||
/* al_stop_sample(&enemyDieSoundID); */
|
||
al_play_sample(enemyDieSound, 1.0, 0.0, 1.0, ALLEGRO_PLAYMODE_ONCE, &enemyDieSoundID);
|
||
}
|
||
|
||
void PlayerShoot()
|
||
{
|
||
Vector2D shootDir;
|
||
Bullet *newBullet;
|
||
float offset = (al_get_bitmap_width(player.playerImage) + al_get_bitmap_width(enemyBulletImage) * 2.0 * sizeMultiplier);
|
||
|
||
if(player.lookDirection != 1)
|
||
offset = -offset;
|
||
|
||
shootDir.x = player.lookDirection == 1 ? bulletSpeed : -bulletSpeed;
|
||
shootDir.y = 0;
|
||
|
||
player.shootCooldown = 1 / (float)player.shootPerSecond;
|
||
bullets.bulletCount++;
|
||
bullets.bulletArray = (Bullet *) realloc(bullets.bulletArray, sizeof(Bullet) * bullets.bulletCount);
|
||
newBullet = (bullets.bulletArray + bullets.bulletCount - 1);
|
||
newBullet -> position = player.position;
|
||
newBullet -> position.x += offset;
|
||
newBullet -> velocity = shootDir;
|
||
newBullet -> isEnemyBullet = 0;
|
||
|
||
ShootSoundEffect();
|
||
}
|
||
|
||
void EnemyShoot()
|
||
{
|
||
Vector2D shootDir;
|
||
Vector2D normalizedVec;
|
||
Enemy *enemy;
|
||
Bullet *bullet;
|
||
int i;
|
||
float offset = (al_get_bitmap_width(player.playerImage) + al_get_bitmap_width(enemyBulletImage) * 2.0 * sizeMultiplier);
|
||
|
||
for (i = 0; i < enemies.enemyCount; i++)
|
||
{
|
||
srand(time(0) + enemyRespawnCounter++);
|
||
enemy = (enemies.enemyArray + i);
|
||
if(enemy -> fireCooldown > 0.0)
|
||
enemy -> fireCooldown -= deltaTime;
|
||
else
|
||
{
|
||
shootDir = (Vector2D){player.position.x - enemy -> position.x , player.position.y - enemy -> position.y};
|
||
|
||
shootDir = NormalizeVector(shootDir);
|
||
normalizedVec = shootDir;
|
||
shootDir = (Vector2D){shootDir.x * bulletSpeed, shootDir.y * bulletSpeed};
|
||
|
||
enemy -> fireCooldown = 1.0 / (rand() % 5) + 2.0;
|
||
bullets.bulletCount++;
|
||
bullets.bulletArray = (Bullet *) realloc(bullets.bulletArray, sizeof(Bullet) * bullets.bulletCount);
|
||
bullet = (bullets.bulletArray + bullets.bulletCount - 1);
|
||
bullet -> position = enemy -> position;
|
||
bullet -> position.x += normalizedVec.x * offset;
|
||
bullet -> position.y += normalizedVec.y * offset;
|
||
bullet -> velocity = shootDir;
|
||
bullet -> isEnemyBullet = 1;
|
||
ShootSoundEffect();
|
||
}
|
||
}
|
||
|
||
}
|
||
|
||
void BulletCollisions()
|
||
{
|
||
Bullet *bullet;
|
||
Enemy *enemy;
|
||
int bulletCounter = 0;
|
||
int enemyCounter = 0;
|
||
int i = 0;
|
||
printf("Enemy-Bullet\n");
|
||
for (enemyCounter = 0; enemyCounter < enemies.enemyCount; enemyCounter++)
|
||
{
|
||
printf("Enemy-Bullet|enemyCounter\n");
|
||
enemy = (enemies.enemyArray + enemyCounter);
|
||
for (bulletCounter = 0; bulletCounter < bullets.bulletCount; bulletCounter++)
|
||
{
|
||
bullet = (bullets.bulletArray + bulletCounter);
|
||
printf("Player-Bullet\n");
|
||
if(bullet -> isEnemyBullet == 1 && CheckCollision(
|
||
&bullet -> position,
|
||
&player.position,
|
||
enemyBulletImage,
|
||
player.playerImage
|
||
))
|
||
{
|
||
RemoveBulletAtIndex(bulletCounter);
|
||
bulletCounter--;
|
||
|
||
if(DealDamage(&player.health))
|
||
isGameOver = 1;
|
||
continue;
|
||
}
|
||
|
||
if(bullet -> isEnemyBullet == 0 && CheckCollision(
|
||
&bullet -> position,
|
||
&enemy -> position,
|
||
enemyBulletImage,
|
||
enemyImage
|
||
))
|
||
{
|
||
printf("Enemy-Bullet|EnemyRemove\n");
|
||
RemoveEnemyAtIndex(enemyCounter);
|
||
enemyCounter--;
|
||
|
||
printf("Enemy-Bullet|BulletRemove\n");
|
||
RemoveBulletAtIndex(bulletCounter);
|
||
bulletCounter--;
|
||
player.killedEnemyCount++;
|
||
}
|
||
}
|
||
|
||
printf("Enemy-Player\n");
|
||
if(CheckCollision(
|
||
&enemy -> position,
|
||
&player.position,
|
||
enemyImage,
|
||
player.playerImage
|
||
))
|
||
{
|
||
RemoveEnemyAtIndex(enemyCounter);
|
||
enemyCounter--;
|
||
|
||
if(DealDamage(&player.health))
|
||
isGameOver = 1;
|
||
}
|
||
}
|
||
|
||
}
|
||
|
||
void DestroyGame()
|
||
{
|
||
CheckHighScore();
|
||
al_destroy_bitmap(enemyImage);
|
||
al_destroy_bitmap(enemyBulletImage);
|
||
al_destroy_bitmap(gameOverImage);
|
||
al_destroy_bitmap(numberTable);
|
||
al_destroy_sample(shootSound);
|
||
al_destroy_sample(enemyDieSound);
|
||
al_destroy_bitmap(player.playerImage);
|
||
free(enemies.enemyArray);
|
||
}
|
||
|
||
void DestroyGameWindow()
|
||
{
|
||
/* BGM is an exception since I don't want to it to restart itself every restart */
|
||
al_destroy_sample(BGM);
|
||
al_destroy_display(display);
|
||
al_uninstall_keyboard();
|
||
} |